/*
* Copyright (C)
* Copyright (C)
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/

#include "AccountMgr.h"
#include "ArenaTeam.h"
#include "ArenaTeamMgr.h"
#include "AuctionHouseMgr.h"
#include "Battleground.h"
#include "CalendarMgr.h"
#include "Chat.h"
#include "Common.h"
#include "DatabaseEnv.h"
#include "Group.h"
#include "Guild.h"
#include "GuildMgr.h"
#include "Language.h"
#include "LFGMgr.h"
#include "Log.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "Pet.h"
#include "PlayerDump.h"
#include "Player.h"
#include "ReputationMgr.h"
#include "ScriptMgr.h"
#include "SharedDefines.h"
#include "SocialMgr.h"
#include "SpellAuras.h"
#include "SpellAuraEffects.h"
#include "SystemConfig.h"
#include "UpdateMask.h"
#include "Util.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Transport.h"

class LoginQueryHolder : public SQLQueryHolder
{
private:
	uint32 m_accountId;
	uint64 m_guid;
public:
	LoginQueryHolder(uint32 accountId, uint64 guid)
		: m_accountId(accountId), m_guid(guid) { }
	uint64 GetGuid() const { return m_guid; }
	uint32 GetAccountId() const { return m_accountId; }
	bool Initialize();
};

bool LoginQueryHolder::Initialize()
{
	SetSize(MAX_PLAYER_LOGIN_QUERY);

	bool res = true;
	uint32 lowGuid = GUID_LOPART(m_guid);

	PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_FROM, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_AURAS);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_AURAS, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_SPELL);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SPELLS, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUS);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_DAILYQUESTSTATUS);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_DAILY_QUEST_STATUS, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_WEEKLYQUESTSTATUS);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_WEEKLY_QUEST_STATUS, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_MONTHLYQUESTSTATUS);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_MONTHLY_QUEST_STATUS, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_SEASONALQUESTSTATUS);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SEASONAL_QUEST_STATUS, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_REPUTATION);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_REPUTATION, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_INVENTORY);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_INVENTORY, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_ACTIONS);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_ACTIONS, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_MAILCOUNT);
	stmt->setUInt32(0, lowGuid);
	stmt->setUInt64(1, uint64(time(NULL)));
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_MAIL_COUNT, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_MAILDATE);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_MAIL_DATE, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_SOCIALLIST);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SOCIAL_LIST, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_HOMEBIND);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_HOME_BIND, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_SPELLCOOLDOWNS);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SPELL_COOLDOWNS, stmt);

	if (sWorld->getBoolConfig(CONFIG_DECLINED_NAMES_USED))
	{
		stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_DECLINEDNAMES);
		stmt->setUInt32(0, lowGuid);
		res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_DECLINED_NAMES, stmt);
	}

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_ACHIEVEMENTS);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_ACHIEVEMENTS, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_CRITERIAPROGRESS);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_CRITERIA_PROGRESS, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_EQUIPMENTSETS);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_EQUIPMENT_SETS, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_ENTRY_POINT);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_ENTRY_POINT, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_GLYPHS);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_GLYPHS, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_TALENTS);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_TALENTS, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_PLAYER_ACCOUNT_DATA);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_ACCOUNT_DATA, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_SKILLS);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SKILLS, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_RANDOMBG);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_RANDOM_BG, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_BANNED);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_BANNED, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUSREW);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS_REW, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAIL_ASYNCH);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_MAIL, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_BREW_OF_THE_MONTH);
	stmt->setUInt32(0, lowGuid);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_BREW_OF_THE_MONTH, stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ACCOUNT_INSTANCELOCKTIMES);
	stmt->setUInt32(0, m_accountId);
	res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_INSTANCE_LOCK_TIMES, stmt);

	return res;
}

void WorldSession::HandleCharEnum(PreparedQueryResult result)
{
	WorldPacket data(SMSG_CHAR_ENUM, 100);                  // we guess size

	uint8 num = 0;

	data << num;

	_legitCharacters.clear();
	if (result)
	{
		do
		{
			uint32 guidlow = (*result)[0].GetUInt32();
			;//sLog->outDetail("Loading char guid %u from account %u.", guidlow, GetAccountId());
			if (Player::BuildEnumData(result, &data))
			{
				_legitCharacters.insert(guidlow);
				++num;
			}
		} while (result->NextRow());
	}

	data.put<uint8>(0, num);

	SendPacket(&data);
}

void WorldSession::HandleCharEnumOpcode(WorldPacket & /*recvData*/)
{
	// remove expired bans
	// pussywizard: moved to world update to do it once >_>
	// PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EXPIRED_BANS);
	// CharacterDatabase.Execute(stmt);
	PreparedStatement* stmt;

	/// get all the data necessary for loading all characters (along with their pets) on the account

	if (sWorld->getBoolConfig(CONFIG_DECLINED_NAMES_USED))
		stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ENUM_DECLINED_NAME);
	else
		stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ENUM);

	stmt->setUInt8(0, PET_SAVE_AS_CURRENT);
	stmt->setUInt32(1, GetAccountId());

	_charEnumCallback = CharacterDatabase.AsyncQuery(stmt);
}

void WorldSession::HandleCharCreateOpcode(WorldPacket& recvData)
{
	std::string name;
	uint8 race_, class_;

	recvData >> name;

	recvData >> race_;
	recvData >> class_;

	// extract other data required for player creating
	uint8 gender, skin, face, hairStyle, hairColor, facialHair, outfitId;
	recvData >> gender >> skin >> face;
	recvData >> hairStyle >> hairColor >> facialHair >> outfitId;

	WorldPacket data(SMSG_CHAR_CREATE, 1);                  // returned with diff.values in all cases

	if (AccountMgr::IsPlayerAccount(GetSecurity()))
	{
		if (uint32 mask = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED))
		{
			if (mask & (1 << Player::TeamIdForRace(race_)))
			{
				data << (uint8)CHAR_CREATE_DISABLED;
				SendPacket(&data);
				return;
			}
		}
	}

	ChrClassesEntry const* classEntry = sChrClassesStore.LookupEntry(class_);
	if (!classEntry)
	{
		data << (uint8)CHAR_CREATE_FAILED;
		SendPacket(&data);
		sLog->outError("Class (%u) not found in DBC while creating new char for account (ID: %u): wrong DBC files or cheater?", class_, GetAccountId());
		return;
	}

	ChrRacesEntry const* raceEntry = sChrRacesStore.LookupEntry(race_);
	if (!raceEntry)
	{
		data << (uint8)CHAR_CREATE_FAILED;
		SendPacket(&data);
		sLog->outError("Race (%u) not found in DBC while creating new char for account (ID: %u): wrong DBC files or cheater?", race_, GetAccountId());
		return;
	}

	// prevent character creating Expansion race without Expansion account
	if (raceEntry->expansion > Expansion())
	{
		data << (uint8)CHAR_CREATE_EXPANSION;
		sLog->outError("Expansion %u account:[%d] tried to Create character with expansion %u race (%u)", Expansion(), GetAccountId(), raceEntry->expansion, race_);
		SendPacket(&data);
		return;
	}

	// prevent character creating Expansion class without Expansion account
	if (classEntry->expansion > Expansion())
	{
		data << (uint8)CHAR_CREATE_EXPANSION_CLASS;
		sLog->outError("Expansion %u account:[%d] tried to Create character with expansion %u class (%u)", Expansion(), GetAccountId(), classEntry->expansion, class_);
		SendPacket(&data);
		return;
	}

	if (AccountMgr::IsPlayerAccount(GetSecurity()))
	{
		uint32 raceMaskDisabled = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED_RACEMASK);
		if ((1 << (race_ - 1)) & raceMaskDisabled)
		{
			data << uint8(CHAR_CREATE_DISABLED);
			SendPacket(&data);
			return;
		}

		uint32 classMaskDisabled = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED_CLASSMASK);
		if ((1 << (class_ - 1)) & classMaskDisabled)
		{
			data << uint8(CHAR_CREATE_DISABLED);
			SendPacket(&data);
			return;
		}
	}

	// prevent character creating with invalid name
	if (!normalizePlayerName(name))
	{
		data << (uint8)CHAR_NAME_NO_NAME;
		SendPacket(&data);
		sLog->outError("Account:[%d] but tried to Create character with empty [name] ", GetAccountId());
		return;
	}

	// check name limitations
	uint8 res = ObjectMgr::CheckPlayerName(name, true);
	if (res != CHAR_NAME_SUCCESS)
	{
		data << uint8(res);
		SendPacket(&data);
		return;
	}

	if (AccountMgr::IsPlayerAccount(GetSecurity()) && sObjectMgr->IsReservedName(name))
	{
		data << (uint8)CHAR_NAME_RESERVED;
		SendPacket(&data);
		return;
	}

	// speedup check for heroic class disabled case
	uint32 heroic_free_slots = sWorld->getIntConfig(CONFIG_HEROIC_CHARACTERS_PER_REALM);
	if (heroic_free_slots == 0 && AccountMgr::IsPlayerAccount(GetSecurity()) && class_ == CLASS_DEATH_KNIGHT)
	{
		data << (uint8)CHAR_CREATE_UNIQUE_CLASS_LIMIT;
		SendPacket(&data);
		return;
	}

	// speedup check for heroic class disabled case
	uint32 req_level_for_heroic = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_MIN_LEVEL_FOR_HEROIC_CHARACTER);
	if (AccountMgr::IsPlayerAccount(GetSecurity()) && class_ == CLASS_DEATH_KNIGHT && req_level_for_heroic > sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
	{
		data << (uint8)CHAR_CREATE_LEVEL_REQUIREMENT;
		SendPacket(&data);
		return;
	}

	delete _charCreateCallback.GetParam();  // Delete existing if any, to make the callback chain reset to stage 0
	_charCreateCallback.SetParam(new CharacterCreateInfo(name, race_, class_, gender, skin, face, hairStyle, hairColor, facialHair, outfitId, recvData));
	PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME);
	stmt->setString(0, name);
	_charCreateCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
}

void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, CharacterCreateInfo* createInfo)
{
	/** This is a series of callbacks executed consecutively as a result from the database becomes available.
	This is much more efficient than synchronous requests on packet handler, and much less DoS prone.
	It also prevents data syncrhonisation errors.
	*/
	switch (_charCreateCallback.GetStage())
	{
	case 0:
	{
			  if (result)
			  {
				  WorldPacket data(SMSG_CHAR_CREATE, 1);
				  data << uint8(CHAR_CREATE_NAME_IN_USE);
				  SendPacket(&data);
				  delete createInfo;
				  _charCreateCallback.Reset();
				  return;
			  }

			  ASSERT(_charCreateCallback.GetParam() == createInfo);

			  PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_SEL_SUM_REALM_CHARACTERS);
			  stmt->setUInt32(0, GetAccountId());

			  _charCreateCallback.FreeResult();
			  _charCreateCallback.SetFutureResult(LoginDatabase.AsyncQuery(stmt));
			  _charCreateCallback.NextStage();
	}
		break;
	case 1:
	{
			  uint16 acctCharCount = 0;
			  if (result)
			  {
				  Field* fields = result->Fetch();
				  // SELECT SUM(x) is MYSQL_TYPE_NEWDECIMAL - needs to be read as string
				  const char* ch = fields[0].GetCString();
				  if (ch)
					  acctCharCount = atoi(ch);
			  }

			  if (acctCharCount >= sWorld->getIntConfig(CONFIG_CHARACTERS_PER_ACCOUNT))
			  {
				  WorldPacket data(SMSG_CHAR_CREATE, 1);
				  data << uint8(CHAR_CREATE_ACCOUNT_LIMIT);
				  SendPacket(&data);
				  delete createInfo;
				  _charCreateCallback.Reset();
				  return;
			  }


			  ASSERT(_charCreateCallback.GetParam() == createInfo);

			  PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_SUM_CHARS);
			  stmt->setUInt32(0, GetAccountId());

			  _charCreateCallback.FreeResult();
			  _charCreateCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
			  _charCreateCallback.NextStage();
	}
		break;
	case 2:
	{
			  if (result)
			  {
				  Field* fields = result->Fetch();
				  createInfo->CharCount = uint8(fields[0].GetUInt64()); // SQL's COUNT() returns uint64 but it will always be less than uint8.Max

				  if (createInfo->CharCount >= sWorld->getIntConfig(CONFIG_CHARACTERS_PER_REALM))
				  {
					  WorldPacket data(SMSG_CHAR_CREATE, 1);
					  data << uint8(CHAR_CREATE_SERVER_LIMIT);
					  SendPacket(&data);
					  delete createInfo;
					  _charCreateCallback.Reset();
					  return;
				  }
			  }

			  bool allowTwoSideAccounts = !sWorld->IsPvPRealm() || sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_ACCOUNTS) || !AccountMgr::IsPlayerAccount(GetSecurity());
			  uint32 skipCinematics = sWorld->getIntConfig(CONFIG_SKIP_CINEMATICS);

			  _charCreateCallback.FreeResult();

			  if (!allowTwoSideAccounts || skipCinematics == 1 || createInfo->Class == CLASS_DEATH_KNIGHT)
			  {
				  PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_CREATE_INFO);
				  stmt->setUInt32(0, GetAccountId());
				  stmt->setUInt32(1, (skipCinematics == 1 || createInfo->Class == CLASS_DEATH_KNIGHT) ? 10 : 1);
				  _charCreateCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
				  _charCreateCallback.NextStage();
				  return;
			  }

			  _charCreateCallback.NextStage();
			  HandleCharCreateCallback(PreparedQueryResult(NULL), createInfo);   // Will jump to case 3
	}
		break;
	case 3:
	{
			  bool haveSameRace = false;
			  uint32 heroicReqLevel = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_MIN_LEVEL_FOR_HEROIC_CHARACTER);
			  bool hasHeroicReqLevel = (heroicReqLevel == 0);
			  bool allowTwoSideAccounts = !sWorld->IsPvPRealm() || sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_ACCOUNTS) || !AccountMgr::IsPlayerAccount(GetSecurity());
			  uint32 skipCinematics = sWorld->getIntConfig(CONFIG_SKIP_CINEMATICS);

			  if (result)
			  {
				  TeamId teamId = Player::TeamIdForRace(createInfo->Race);
				  uint32 freeHeroicSlots = sWorld->getIntConfig(CONFIG_HEROIC_CHARACTERS_PER_REALM);

				  Field* field = result->Fetch();
				  uint8 accRace = field[1].GetUInt8();

				  if (AccountMgr::IsPlayerAccount(GetSecurity()) && createInfo->Class == CLASS_DEATH_KNIGHT)
				  {
					  uint8 accClass = field[2].GetUInt8();
					  if (accClass == CLASS_DEATH_KNIGHT)
					  {
						  if (freeHeroicSlots > 0)
							  --freeHeroicSlots;

						  if (freeHeroicSlots == 0)
						  {
							  WorldPacket data(SMSG_CHAR_CREATE, 1);
							  data << uint8(CHAR_CREATE_UNIQUE_CLASS_LIMIT);
							  SendPacket(&data);
							  delete createInfo;
							  _charCreateCallback.Reset();
							  return;
						  }
					  }

					  if (!hasHeroicReqLevel)
					  {
						  uint8 accLevel = field[0].GetUInt8();
						  if (accLevel >= heroicReqLevel)
							  hasHeroicReqLevel = true;
					  }
				  }

				  // need to check team only for first character
				  // TODO: what to if account already has characters of both races?
				  if (!allowTwoSideAccounts)
				  {
					  uint32 accTeamId = TEAM_NEUTRAL;
					  if (accRace > 0)
						  accTeamId = Player::TeamIdForRace(accRace);

					  if (accTeamId != teamId)
					  {
						  WorldPacket data(SMSG_CHAR_CREATE, 1);
						  data << uint8(CHAR_CREATE_PVP_TEAMS_VIOLATION);
						  SendPacket(&data);
						  delete createInfo;
						  _charCreateCallback.Reset();
						  return;
					  }
				  }

				  // search same race for cinematic or same class if need
				  // TODO: check if cinematic already shown? (already logged in?; cinematic field)
				  while ((skipCinematics == 1 && !haveSameRace) || createInfo->Class == CLASS_DEATH_KNIGHT)
				  {
					  if (!result->NextRow())
						  break;

					  field = result->Fetch();
					  accRace = field[1].GetUInt8();

					  if (!haveSameRace)
						  haveSameRace = createInfo->Race == accRace;

					  if (AccountMgr::IsPlayerAccount(GetSecurity()) && createInfo->Class == CLASS_DEATH_KNIGHT)
					  {
						  uint8 acc_class = field[2].GetUInt8();
						  if (acc_class == CLASS_DEATH_KNIGHT)
						  {
							  if (freeHeroicSlots > 0)
								  --freeHeroicSlots;

							  if (freeHeroicSlots == 0)
							  {
								  WorldPacket data(SMSG_CHAR_CREATE, 1);
								  data << uint8(CHAR_CREATE_UNIQUE_CLASS_LIMIT);
								  SendPacket(&data);
								  delete createInfo;
								  _charCreateCallback.Reset();
								  return;
							  }
						  }

						  if (!hasHeroicReqLevel)
						  {
							  uint8 acc_level = field[0].GetUInt8();
							  if (acc_level >= heroicReqLevel)
								  hasHeroicReqLevel = true;
						  }
					  }
				  }
			  }

			  if (AccountMgr::IsPlayerAccount(GetSecurity()) && createInfo->Class == CLASS_DEATH_KNIGHT && !hasHeroicReqLevel)
			  {
				  WorldPacket data(SMSG_CHAR_CREATE, 1);
				  data << uint8(CHAR_CREATE_LEVEL_REQUIREMENT);
				  SendPacket(&data);
				  delete createInfo;
				  _charCreateCallback.Reset();
				  return;
			  }

			  if (createInfo->Data.rpos() < createInfo->Data.wpos())
			  {
				  uint8 unk;
				  createInfo->Data >> unk;
				  ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "Character creation %s (account %u) has unhandled tail data: [%u]", createInfo->Name.c_str(), GetAccountId(), unk);
			  }

			  // pussywizard:
			  if (sWorld->GetGlobalPlayerGUID(createInfo->Name))
			  {
				  WorldPacket data(SMSG_CHAR_CREATE, 1);
				  data << uint8(CHAR_CREATE_NAME_IN_USE);
				  SendPacket(&data);
				  delete createInfo;
				  _charCreateCallback.Reset();
				  return;
			  }

			  Player newChar(this);
			  newChar.GetMotionMaster()->Initialize();
			  if (!newChar.Create(sObjectMgr->GenerateLowGuid(HIGHGUID_PLAYER), createInfo))
			  {
				  // Player not create (race/class/etc problem?)
				  newChar.CleanupsBeforeDelete();

				  WorldPacket data(SMSG_CHAR_CREATE, 1);
				  data << uint8(CHAR_CREATE_ERROR);
				  SendPacket(&data);
				  delete createInfo;
				  _charCreateCallback.Reset();
				  return;
			  }

			  if ((haveSameRace && skipCinematics == 1) || skipCinematics == 2)
				  newChar.setCinematic(1);                          // not show intro

			  newChar.SetAtLoginFlag(AT_LOGIN_FIRST);               // First login

			  // Player created, save it now
			  newChar.SaveToDB(true, false);
			  createInfo->CharCount += 1;

			  SQLTransaction trans = LoginDatabase.BeginTransaction();

			  PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_DEL_REALM_CHARACTERS_BY_REALM);
			  stmt->setUInt32(0, GetAccountId());
			  stmt->setUInt32(1, realmID);
			  trans->Append(stmt);

			  stmt = LoginDatabase.GetPreparedStatement(LOGIN_INS_REALM_CHARACTERS);
			  stmt->setUInt32(0, createInfo->CharCount);
			  stmt->setUInt32(1, GetAccountId());
			  stmt->setUInt32(2, realmID);
			  trans->Append(stmt);

			  LoginDatabase.CommitTransaction(trans);

			  WorldPacket data(SMSG_CHAR_CREATE, 1);
			  data << uint8(CHAR_CREATE_SUCCESS);
			  SendPacket(&data);

			  std::string IP_str = GetRemoteAddress();
			  ;//sLog->outDetail("Account: %d (IP: %s) Create Character:[%s] (GUID: %u)", GetAccountId(), IP_str.c_str(), createInfo->Name.c_str(), newChar.GetGUIDLow());
			  sLog->outChar("Account: %d (IP: %s) Create Character:[%s] (GUID: %u)", GetAccountId(), IP_str.c_str(), createInfo->Name.c_str(), newChar.GetGUIDLow());
			  sScriptMgr->OnPlayerCreate(&newChar);
			  sWorld->AddGlobalPlayerData(newChar.GetGUIDLow(), GetAccountId(), newChar.GetName(), newChar.getGender(), newChar.getRace(), newChar.getClass(), newChar.getLevel(), 0, 0);

			  newChar.CleanupsBeforeDelete();
			  delete createInfo;
			  _charCreateCallback.Reset();
	}
		break;
	}
}

void WorldSession::HandleCharDeleteOpcode(WorldPacket& recvData)
{
	uint64 guid;
	recvData >> guid;

	// can't delete loaded character
	if (ObjectAccessor::FindPlayerInOrOutOfWorld(guid) || sWorld->FindOfflineSessionForCharacterGUID(GUID_LOPART(guid)))
	{
		WorldPacket data(SMSG_CHAR_DELETE, 1);
		data << (uint8)CHAR_DELETE_FAILED;
		SendPacket(&data);
		return;
	}

	uint32 accountId = 0;
	std::string name;

	// is guild leader
	if (sGuildMgr->GetGuildByLeader(guid))
	{
		WorldPacket data(SMSG_CHAR_DELETE, 1);
		data << (uint8)CHAR_DELETE_FAILED_GUILD_LEADER;
		SendPacket(&data);
		return;
	}

	// is arena team captain
	if (sArenaTeamMgr->GetArenaTeamByCaptain(guid))
	{
		WorldPacket data(SMSG_CHAR_DELETE, 1);
		data << (uint8)CHAR_DELETE_FAILED_ARENA_CAPTAIN;
		SendPacket(&data);
		return;
	}

	if (GlobalPlayerData const* playerData = sWorld->GetGlobalPlayerData(GUID_LOPART(guid)))
	{
		accountId = playerData->accountId;
		name = playerData->name;
	}

	// prevent deleting other players' characters using cheating tools
	if (accountId != GetAccountId())
		return;

	std::string IP_str = GetRemoteAddress();
	;//sLog->outDetail("Account: %d (IP: %s) Delete Character:[%s] (GUID: %u)", GetAccountId(), IP_str.c_str(), name.c_str(), GUID_LOPART(guid));
	sLog->outChar("Account: %d (IP: %s) Delete Character:[%s] (GUID: %u)", GetAccountId(), IP_str.c_str(), name.c_str(), GUID_LOPART(guid));
	sScriptMgr->OnPlayerDelete(guid);

	if (sLog->IsOutCharDump())                                // optimize GetPlayerDump call
	{
		std::string dump;
		if (PlayerDumpWriter().GetDump(GUID_LOPART(guid), dump))
			sLog->outCharDump(dump.c_str(), GetAccountId(), GUID_LOPART(guid), name.c_str());
	}

	sCalendarMgr->RemoveAllPlayerEventsAndInvites(guid);
	Player::DeleteFromDB(guid, GetAccountId(), true, false);

	sWorld->DeleteGlobalPlayerData(GUID_LOPART(guid), name);
	WorldPacket data(SMSG_CHAR_DELETE, 1);
	data << (uint8)CHAR_DELETE_SUCCESS;
	SendPacket(&data);
}

void WorldSession::HandlePlayerLoginOpcode(WorldPacket & recvData)
{
	if (PlayerLoading() || GetPlayer() != NULL)
	{
		sLog->outError("Player tryes to login again, AccountId = %d", GetAccountId());
		KickPlayer();
		return;
	}

	uint64 playerGuid = 0;
	recvData >> playerGuid;

	if (!IsLegitCharacterForAccount(GUID_LOPART(playerGuid)))
	{
		sLog->outError("Account (%u) can't login with that character (%u).", GetAccountId(), GUID_LOPART(playerGuid));
		KickPlayer();
		return;
	}

	// pussywizard:
	if (WorldSession* sess = sWorld->FindOfflineSessionForCharacterGUID(GUID_LOPART(playerGuid)))
	if (sess->GetAccountId() != GetAccountId())
	{
		WorldPacket data(SMSG_CHARACTER_LOGIN_FAILED, 1);
		data << (uint8)CHAR_LOGIN_DUPLICATE_CHARACTER;
		SendPacket(&data);
		return;
	}
	// pussywizard:
	if (WorldSession* sess = sWorld->FindOfflineSession(GetAccountId()))
	{
		Player* p = sess->GetPlayer();
		if (!p || sess->IsKicked())
		{
			WorldPacket data(SMSG_CHARACTER_LOGIN_FAILED, 1);
			data << (uint8)CHAR_LOGIN_DUPLICATE_CHARACTER;
			SendPacket(&data);
			return;
		}

		if (p->GetGUID() != playerGuid)
			sess->KickPlayer(); // no return, go to normal loading
		else
		{
			// pussywizard: players stay ingame no matter what (prevent abuse), but allow to turn it off to stop crashing
			if (!sWorld->getBoolConfig(CONFIG_ENABLE_LOGIN_AFTER_DC))
			{
				WorldPacket data(SMSG_CHARACTER_LOGIN_FAILED, 1);
				data << (uint8)CHAR_LOGIN_DUPLICATE_CHARACTER;
				SendPacket(&data);
				return;
			}

			uint8 limitA = 10, limitB = 10, limitC = 10; // pussywizard: this somehow froze (probably, ahh crash logs ...), and while (far) have never frozen in LogoutPlayer o_O maybe it's the combination of while(far); while(near);
			while (sess->GetPlayer() && (sess->GetPlayer()->IsBeingTeleportedFar() || (sess->GetPlayer()->IsInWorld() && sess->GetPlayer()->IsBeingTeleportedNear())))
			{
				if (limitA == 0 || --limitA == 0)
				{
					sLog->outMisc("HandlePlayerLoginOpcode A");
					break;
				}
				while (sess->GetPlayer() && sess->GetPlayer()->IsBeingTeleportedFar())
				{
					if (limitB == 0 || --limitB == 0)
					{
						sLog->outMisc("HandlePlayerLoginOpcode B");
						break;
					}
					sess->HandleMoveWorldportAckOpcode();
				}
				while (sess->GetPlayer() && sess->GetPlayer()->IsInWorld() && sess->GetPlayer()->IsBeingTeleportedNear())
				{
					if (limitC == 0 || --limitC == 0)
					{
						sLog->outMisc("HandlePlayerLoginOpcode C");
						break;
					}
					Player* plMover = sess->GetPlayer()->m_mover->ToPlayer();
					if (!plMover)
						break;
					WorldPacket pkt(MSG_MOVE_TELEPORT_ACK, 20);
					pkt.append(plMover->GetPackGUID());
					pkt << uint32(0); // flags
					pkt << uint32(0); // time
					sess->HandleMoveTeleportAck(pkt);
				}
			}
			if (!p->FindMap() || !p->IsInWorld() || sess->IsKicked())
			{
				WorldPacket data(SMSG_CHARACTER_LOGIN_FAILED, 1);
				data << (uint8)CHAR_LOGIN_DUPLICATE_CHARACTER;
				SendPacket(&data);
				return;
			}

			sess->SetPlayer(NULL);
			SetPlayer(p);
			p->SetSession(this);
			delete p->PlayerTalkClass;
			p->PlayerTalkClass = new PlayerMenu(p->GetSession());
			HandlePlayerLoginToCharInWorld(p);
			return;
		}
	}

	m_playerLoading = true;

	LoginQueryHolder *holder = new LoginQueryHolder(GetAccountId(), playerGuid);
	if (!holder->Initialize())
	{
		delete holder;                                      // delete all unprocessed queries
		m_playerLoading = false;
		return;
	}

	_charLoginCallback = CharacterDatabase.DelayQueryHolder((SQLQueryHolder*)holder);
}

void WorldSession::HandlePlayerLoginFromDB(LoginQueryHolder* holder)
{
	uint64 playerGuid = holder->GetGuid();

	Player* pCurrChar = new Player(this);
	// for send server info and strings (config)
	ChatHandler chH = ChatHandler(this);

	// "GetAccountId() == db stored account id" checked in LoadFromDB (prevent login not own character using cheating tools)
	if (!pCurrChar->LoadFromDB(GUID_LOPART(playerGuid), holder))
	{
		SetPlayer(NULL);
		KickPlayer();                                       // disconnect client, player no set to session and it will not deleted or saved at kick
		delete pCurrChar;                                   // delete it manually
		delete holder;                                      // delete all unprocessed queries
		m_playerLoading = false;
		return;
	}

	pCurrChar->GetMotionMaster()->Initialize();
	pCurrChar->SendDungeonDifficulty(false);

	WorldPacket data(SMSG_LOGIN_VERIFY_WORLD, 20);
	data << pCurrChar->GetMapId();
	data << pCurrChar->GetPositionX();
	data << pCurrChar->GetPositionY();
	data << pCurrChar->GetPositionZ() + pCurrChar->GetHoverHeight();
	data << pCurrChar->GetOrientation();
	SendPacket(&data);

	// load player specific part before send times
	LoadAccountData(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_ACCOUNT_DATA), PER_CHARACTER_CACHE_MASK);
	SendAccountDataTimes(PER_CHARACTER_CACHE_MASK);

	data.Initialize(SMSG_FEATURE_SYSTEM_STATUS, 2);         // added in 2.2.0
	data << uint8(2);                                       // unknown value
	data << uint8(0);                                       // enable(1)/disable(0) voice chat interface in client
	SendPacket(&data);

	// Send MOTD
	{
		data.Initialize(SMSG_MOTD, 50);                     // new in 2.0.1
		data << (uint32)0;

		uint32 linecount = 0;
		std::string str_motd = sWorld->GetMotd();
		std::string::size_type pos, nextpos;

		pos = 0;
		while ((nextpos = str_motd.find('@', pos)) != std::string::npos)
		{
			if (nextpos != pos)
			{
				data << str_motd.substr(pos, nextpos - pos);
				++linecount;
			}
			pos = nextpos + 1;
		}

		if (pos<str_motd.length())
		{
			data << str_motd.substr(pos);
			++linecount;
		}

		data.put(0, linecount);

		SendPacket(&data);
		;//sLog->outStaticDebug("WORLD: Sent motd (SMSG_MOTD)");

		// send server info
		if (sWorld->getIntConfig(CONFIG_ENABLE_SINFO_LOGIN) == 1)
			chH.PSendSysMessage(_FULLVERSION);

		;//sLog->outStaticDebug("WORLD: Sent server info");
	}

	if (uint32 guildId = Player::GetGuildIdFromStorage(pCurrChar->GetGUIDLow()))
	{
		Guild* guild = sGuildMgr->GetGuildById(guildId);
		Guild::Member const* member = guild ? guild->GetMember(pCurrChar->GetGUID()) : NULL;
		if (member)
		{
			pCurrChar->SetInGuild(guildId);
			pCurrChar->SetRank(member->GetRankId());
			guild->SendLoginInfo(this);
		}
		else
		{
			sLog->outError("Player %s (GUID: %u) marked as member of not existing guild (id: %u), removing guild membership for player.", pCurrChar->GetName().c_str(), pCurrChar->GetGUIDLow(), guildId);
			pCurrChar->SetInGuild(0);
			pCurrChar->SetRank(0);
		}
	}
	else
	{
		pCurrChar->SetInGuild(0);
		pCurrChar->SetRank(0);
	}


	data.Initialize(SMSG_LEARNED_DANCE_MOVES, 4 + 4);
	data << uint32(0);
	data << uint32(0);
	SendPacket(&data);

	pCurrChar->SendInitialPacketsBeforeAddToMap();

	//Show cinematic at the first time that player login
	if (!pCurrChar->getCinematic())
	{
		pCurrChar->setCinematic(1);

		if (ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(pCurrChar->getClass()))
		{
			if (cEntry->CinematicSequence)
				pCurrChar->SendCinematicStart(cEntry->CinematicSequence);
			else if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(pCurrChar->getRace()))
				pCurrChar->SendCinematicStart(rEntry->CinematicSequence);

			// send new char string if not empty
			if (!sWorld->GetNewCharString().empty())
				chH.PSendSysMessage("%s", sWorld->GetNewCharString().c_str());
		}
	}

	// Xinef: moved this from below
	sObjectAccessor->AddObject(pCurrChar);

	if (!pCurrChar->GetMap()->AddPlayerToMap(pCurrChar) || !pCurrChar->CheckInstanceLoginValid())
	{
		AreaTrigger const* at = sObjectMgr->GetGoBackTrigger(pCurrChar->GetMapId());
		if (at)
			pCurrChar->TeleportTo(at->target_mapId, at->target_X, at->target_Y, at->target_Z, pCurrChar->GetOrientation());
		else
			pCurrChar->TeleportTo(pCurrChar->m_homebindMapId, pCurrChar->m_homebindX, pCurrChar->m_homebindY, pCurrChar->m_homebindZ, pCurrChar->GetOrientation());
	}

	//sLog->outDebug("Player %s added to Map.", pCurrChar->GetName().c_str());

	// pussywizard: optimization
	std::string charName = pCurrChar->GetName();
	std::transform(charName.begin(), charName.end(), charName.begin(), ::tolower);
	sObjectAccessor->playerNameToPlayerPointer[charName] = pCurrChar;

	pCurrChar->SendInitialPacketsAfterAddToMap();

	PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_ONLINE);
	stmt->setUInt32(0, pCurrChar->GetGUIDLow());
	CharacterDatabase.Execute(stmt);

	stmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_ACCOUNT_ONLINE);
	stmt->setUInt32(0, realmID);
	stmt->setUInt32(1, GetAccountId());
	LoginDatabase.Execute(stmt);

	pCurrChar->SetInGameTime(World::GetGameTimeMS());

	// announce group about member online (must be after add to player list to receive announce to self)
	if (Group* group = pCurrChar->GetGroup())
	{
		//pCurrChar->groupInfo.group->SendInit(this); // useless
		group->SendUpdate();
		group->ResetMaxEnchantingLevel();
	}

	// pussywizard: send instance welcome message as when entering the instance through a portal
	if (MapDifficulty const* mapDiff = GetMapDifficultyData(pCurrChar->GetMap()->GetId(), pCurrChar->GetMap()->GetDifficulty()))
	if (mapDiff->resetTime)
	if (time_t timeReset = sInstanceSaveMgr->GetResetTimeFor(pCurrChar->GetMap()->GetId(), pCurrChar->GetMap()->GetDifficulty()))
	{
		uint32 timeleft = uint32(timeReset - time(NULL));
		pCurrChar->SendInstanceResetWarning(pCurrChar->GetMap()->GetId(), pCurrChar->GetMap()->GetDifficulty(), timeleft, true);
	}

	// pussywizard: ensure that we end up on map with our loaded transport:
	if (Transport* t = pCurrChar->GetTransport())
	if (!t->IsInMap(pCurrChar))
	{
		t->RemovePassenger(pCurrChar);
		pCurrChar->m_transport = NULL;
		pCurrChar->m_movementInfo.transport.Reset();
		pCurrChar->m_movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
	}

	// friend status
	if (GetSecurity() < SEC_GAMEMASTER) // pussywizard: only for non-gms
		sSocialMgr->SendFriendStatus(pCurrChar, FRIEND_ONLINE, pCurrChar->GetGUIDLow(), true);

	// Place character in world (and load zone) before some object loading
	pCurrChar->LoadCorpse();

	// setting Ghost+speed if dead
	if (pCurrChar->m_deathState != ALIVE)
	{
		// not blizz like, we must correctly save and load player instead...
		if (pCurrChar->getRace() == RACE_NIGHTELF)
			pCurrChar->CastSpell(pCurrChar, 20584, true, 0);// auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
		pCurrChar->CastSpell(pCurrChar, 8326, true, 0);     // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)

		pCurrChar->SetMovement(MOVE_WATER_WALK);
	}

	// Set FFA PvP for non GM in non-rest mode
	if (sWorld->IsFFAPvPRealm() && !pCurrChar->IsGameMaster() && !pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
		pCurrChar->SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);

	if (pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP))
		pCurrChar->SetContestedPvP();

	// Apply at_login requests
	if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
	{
		pCurrChar->resetSpells();
		SendNotification(LANG_RESET_SPELLS);
	}

	if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
	{
		pCurrChar->resetTalents(true);
		pCurrChar->SendTalentsInfoData(false);              // original talents send already in to SendInitialPacketsBeforeAddToMap, resend reset state
		SendNotification(LANG_RESET_TALENTS);
	}

	if (pCurrChar->HasAtLoginFlag(AT_LOGIN_FIRST))
		pCurrChar->RemoveAtLoginFlag(AT_LOGIN_FIRST);

	if (pCurrChar->HasAtLoginFlag(AT_LOGIN_CHECK_ACHIEVS))
	{
		pCurrChar->RemoveAtLoginFlag(AT_LOGIN_CHECK_ACHIEVS, true);
		pCurrChar->CheckAllAchievementCriteria();
	}

	// show time before shutdown if shutdown planned.
	if (sWorld->IsShuttingDown())
		sWorld->ShutdownMsg(true, pCurrChar);

	if (sWorld->getBoolConfig(CONFIG_ALL_TAXI_PATHS))
		pCurrChar->SetTaxiCheater(true);

	if (pCurrChar->IsGameMaster())
		SendNotification(LANG_GM_ON);

	std::string IP_str = GetRemoteAddress();
	sLog->outChar("Account: %d (IP: %s) Login Character:[%s] (GUID: %u) Level: %d",
		GetAccountId(), IP_str.c_str(), pCurrChar->GetName().c_str(), pCurrChar->GetGUIDLow(), pCurrChar->getLevel());

	if (!pCurrChar->IsStandState() && !pCurrChar->HasUnitState(UNIT_STATE_STUNNED))
		pCurrChar->SetStandState(UNIT_STAND_STATE_STAND);

	m_playerLoading = false;


	// Handle Login-Achievements (should be handled after loading)
	_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ON_LOGIN, 1);

	// Xinef: fix vendors falling of player vehicle, due to isBeingLoaded checks
	if (pCurrChar->IsInWorld())
	{
		if (pCurrChar->GetMountBlockId() && !pCurrChar->HasAuraType(SPELL_AURA_MOUNTED))
		{
			pCurrChar->CastSpell(pCurrChar, pCurrChar->GetMountBlockId(), true);
			pCurrChar->SetMountBlockId(0);

			// Xinef: refresh this in case mount aura changes anything (eg no fly zone)
			pCurrChar->UpdateAreaDependentAuras(pCurrChar->GetAreaId());
			pCurrChar->UpdateZoneDependentAuras(pCurrChar->GetZoneId());
		}
	}

	// pussywizard: pvp mode
	pCurrChar->RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_PVP_TIMER);
	if (pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP))
		pCurrChar->UpdatePvP(true, true);

	// pussywizard: on login it's not possible to go back to arena as a spectator, HandleMoveWorldportAckOpcode is not sent, so call it here
	pCurrChar->SetIsSpectator(false);

	// xinef: do this after everything is loaded
	pCurrChar->ContinueTaxiFlight();

	// reset for all pets before pet loading
	if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_PET_TALENTS))
		Pet::resetTalentsForAllPetsOf(pCurrChar);

	// Load pet if any (if player not alive and in taxi flight or another then pet will remember as temporary unsummoned)
	pCurrChar->LoadPet();

	sScriptMgr->OnPlayerLogin(pCurrChar);
	delete holder;
}

void WorldSession::HandlePlayerLoginToCharInWorld(Player* pCurrChar)
{
	ChatHandler chH = ChatHandler(this);
	m_playerLoading = true;

	pCurrChar->SendDungeonDifficulty(false);

	WorldPacket data(SMSG_LOGIN_VERIFY_WORLD, 20);
	data << pCurrChar->GetMapId();
	data << pCurrChar->GetPositionX();
	data << pCurrChar->GetPositionY();
	data << pCurrChar->GetPositionZ() + pCurrChar->GetHoverHeight();
	data << pCurrChar->GetOrientation();
	SendPacket(&data);

	SendAccountDataTimes(PER_CHARACTER_CACHE_MASK);

	data.Initialize(SMSG_FEATURE_SYSTEM_STATUS, 2);         // added in 2.2.0
	data << uint8(2);                                       // unknown value
	data << uint8(0);                                       // enable(1)/disable(0) voice chat interface in client
	SendPacket(&data);

	// Send MOTD
	{
		data.Initialize(SMSG_MOTD, 50);                     // new in 2.0.1
		data << (uint32)0;

		uint32 linecount = 0;
		std::string str_motd = sWorld->GetMotd();
		std::string::size_type pos, nextpos;

		pos = 0;
		while ((nextpos = str_motd.find('@', pos)) != std::string::npos)
		{
			if (nextpos != pos)
			{
				data << str_motd.substr(pos, nextpos - pos);
				++linecount;
			}
			pos = nextpos + 1;
		}

		if (pos<str_motd.length())
		{
			data << str_motd.substr(pos);
			++linecount;
		}

		data.put(0, linecount);

		SendPacket(&data);
		;//sLog->outStaticDebug("WORLD: Sent motd (SMSG_MOTD)");

		// send server info
		if (sWorld->getIntConfig(CONFIG_ENABLE_SINFO_LOGIN) == 1)
			chH.PSendSysMessage(_FULLVERSION);

		;//sLog->outStaticDebug("WORLD: Sent server info");
	}

	data.Initialize(SMSG_LEARNED_DANCE_MOVES, 4 + 4);
	data << uint32(0);
	data << uint32(0);
	SendPacket(&data);

	// Xinef: fix possible problem with flag UNIT_FLAG_STUNNED added during logout
	if (!pCurrChar->HasUnitState(UNIT_STATE_STUNNED))
		pCurrChar->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);

	pCurrChar->SendInitialPacketsBeforeAddToMap();

	// necessary actions from AddPlayerToMap:
	pCurrChar->GetMap()->SendInitTransports(pCurrChar);
	pCurrChar->GetMap()->SendInitSelf(pCurrChar);
	pCurrChar->GetMap()->SendZoneDynamicInfo(pCurrChar);
	pCurrChar->m_clientGUIDs.clear();
	pCurrChar->UpdateObjectVisibility(false);

	pCurrChar->CleanupChannels();
	pCurrChar->SendInitialPacketsAfterAddToMap();
	uint32 currZone, currArea;
	pCurrChar->GetZoneAndAreaId(currZone, currArea, false);
	pCurrChar->SendInitWorldStates(currZone, currArea);
	pCurrChar->SetInGameTime(World::GetGameTimeMS());

	// Xinef: we need to resend all spell mods
	for (uint16 Opcode = SMSG_SET_FLAT_SPELL_MODIFIER; Opcode <= SMSG_SET_PCT_SPELL_MODIFIER; ++Opcode) // PCT = FLAT+1
	{
		uint32 modType = (Opcode == SMSG_SET_FLAT_SPELL_MODIFIER) ? SPELLMOD_FLAT : SPELLMOD_PCT;
		for (uint32 opType = SPELLMOD_DAMAGE; opType < MAX_SPELLMOD; ++opType)
		{
			int32 i = 0;
			flag96 _mask = 0;
			SpellModList const& spellMods = pCurrChar->GetSpellModList(opType);
			if (spellMods.empty())
				continue;

			for (int32 eff = 0; eff < 96; ++eff)
			{
				if (eff != 0 && eff % 32 == 0)
					_mask[i++] = 0;

				_mask[i] = uint32(1) << (eff - (32 * i));
				int32 val = 0;
				for (SpellModList::const_iterator itr = spellMods.begin(); itr != spellMods.end(); ++itr)
				if ((*itr)->type == modType && (*itr)->mask & _mask)
					val += (*itr)->value;

				if (val == 0)
					continue;

				WorldPacket data(Opcode, (1 + 1 + 4));
				data << uint8(eff);
				data << uint8(opType);
				data << int32(val);
				SendPacket(&data);
			}
		}
	}

	if (Group* group = pCurrChar->GetGroup())
		group->SendUpdate();

	// pussywizard: send instance welcome message as when entering the instance through a portal
	if (MapDifficulty const* mapDiff = GetMapDifficultyData(pCurrChar->GetMap()->GetId(), pCurrChar->GetMap()->GetDifficulty()))
	if (mapDiff->resetTime)
	if (time_t timeReset = sInstanceSaveMgr->GetResetTimeFor(pCurrChar->GetMap()->GetId(), pCurrChar->GetMap()->GetDifficulty()))
	{
		uint32 timeleft = uint32(timeReset - time(NULL));
		GetPlayer()->SendInstanceResetWarning(pCurrChar->GetMap()->GetId(), pCurrChar->GetMap()->GetDifficulty(), timeleft, true);
	}

	// this shouldn't do anything, becaues offline can't be on taxi, but just in case
	pCurrChar->ContinueTaxiFlight();

	// send pet data, action bar, talents, etc.
	pCurrChar->PetSpellInitialize();
	pCurrChar->SendTalentsInfoData(true);

	// show time before shutdown if shutdown planned.
	if (sWorld->IsShuttingDown())
		sWorld->ShutdownMsg(true, pCurrChar);

	if (pCurrChar->IsGameMaster())
		SendNotification(LANG_GM_ON);

	m_playerLoading = false;

}

void WorldSession::HandlePlayerLoginToCharOutOfWorld(Player* pCurrChar)
{
	ASSERT(false);
}

void WorldSession::HandleSetFactionAtWar(WorldPacket& recvData)
{
	;//sLog->outStaticDebug("WORLD: Received CMSG_SET_FACTION_ATWAR");

	uint32 repListID;
	uint8  flag;

	recvData >> repListID;
	recvData >> flag;

	GetPlayer()->GetReputationMgr().SetAtWar(repListID, flag);
}

//I think this function is never used :/ I dunno, but i guess this opcode not exists
void WorldSession::HandleSetFactionCheat(WorldPacket & /*recvData*/)
{
	sLog->outError("WORLD SESSION: HandleSetFactionCheat, not expected call, please report.");
	GetPlayer()->GetReputationMgr().SendStates();
}

void WorldSession::HandleTutorialFlag(WorldPacket& recvData)
{
	uint32 data;
	recvData >> data;

	uint8 index = uint8(data / 32);
	if (index >= MAX_ACCOUNT_TUTORIAL_VALUES)
		return;

	uint32 value = (data % 32);

	uint32 flag = GetTutorialInt(index);
	flag |= (1 << value);
	SetTutorialInt(index, flag);
}

void WorldSession::HandleTutorialClear(WorldPacket & /*recvData*/)
{
	for (uint8 i = 0; i < MAX_ACCOUNT_TUTORIAL_VALUES; ++i)
		SetTutorialInt(i, 0xFFFFFFFF);
}

void WorldSession::HandleTutorialReset(WorldPacket & /*recvData*/)
{
	for (uint8 i = 0; i < MAX_ACCOUNT_TUTORIAL_VALUES; ++i)
		SetTutorialInt(i, 0x00000000);
}

void WorldSession::HandleSetWatchedFactionOpcode(WorldPacket& recvData)
{
	;//sLog->outStaticDebug("WORLD: Received CMSG_SET_WATCHED_FACTION");
	uint32 fact;
	recvData >> fact;
	GetPlayer()->SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, fact);
}

void WorldSession::HandleSetFactionInactiveOpcode(WorldPacket & recvData)
{
	;//sLog->outStaticDebug("WORLD: Received CMSG_SET_FACTION_INACTIVE");
	uint32 replistid;
	uint8 inactive;
	recvData >> replistid >> inactive;

	_player->GetReputationMgr().SetInactive(replistid, inactive);
}

void WorldSession::HandleShowingHelmOpcode(WorldPacket& recvData)
{
	;//sLog->outStaticDebug("CMSG_SHOWING_HELM for %s", _player->GetName().c_str());
	recvData.read_skip<uint8>(); // unknown, bool?
	_player->ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM);
}

void WorldSession::HandleShowingCloakOpcode(WorldPacket& recvData)
{
	;//sLog->outStaticDebug("CMSG_SHOWING_CLOAK for %s", _player->GetName().c_str());
	recvData.read_skip<uint8>(); // unknown, bool?
	_player->ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK);
}

void WorldSession::HandleCharRenameOpcode(WorldPacket& recvData)
{
	uint64 guid;
	std::string newName;

	recvData >> guid;
	recvData >> newName;

	// prevent character rename to invalid name
	if (!normalizePlayerName(newName))
	{
		WorldPacket data(SMSG_CHAR_RENAME, 1);
		data << uint8(CHAR_NAME_NO_NAME);
		SendPacket(&data);
		return;
	}

	uint8 res = ObjectMgr::CheckPlayerName(newName, true);
	if (res != CHAR_NAME_SUCCESS)
	{
		WorldPacket data(SMSG_CHAR_RENAME, 1 + 8 + (newName.size() + 1));
		data << uint8(res);
		data << uint64(guid);
		data << newName;
		SendPacket(&data);
		return;
	}

	// check name limitations
	if (AccountMgr::IsPlayerAccount(GetSecurity()) && sObjectMgr->IsReservedName(newName))
	{
		WorldPacket data(SMSG_CHAR_RENAME, 1);
		data << uint8(CHAR_NAME_RESERVED);
		SendPacket(&data);
		return;
	}

	// Ensure that the character belongs to the current account, that rename at login is enabled
	// and that there is no character with the desired new name
	_charRenameCallback.SetParam(newName);

	PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_FREE_NAME);

	stmt->setUInt32(0, GUID_LOPART(guid));
	stmt->setUInt32(1, GetAccountId());
	stmt->setUInt16(2, AT_LOGIN_RENAME);
	stmt->setUInt16(3, AT_LOGIN_RENAME);
	stmt->setString(4, newName);

	_charRenameCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
}

void WorldSession::HandleChangePlayerNameOpcodeCallBack(PreparedQueryResult result, std::string const& newName)
{
	if (!result)
	{
		WorldPacket data(SMSG_CHAR_RENAME, 1);
		data << uint8(CHAR_CREATE_ERROR);
		SendPacket(&data);
		return;
	}

	Field* fields = result->Fetch();

	uint32 guidLow = fields[0].GetUInt32();
	std::string oldName = fields[1].GetString();

	uint64 guid = MAKE_NEW_GUID(guidLow, 0, HIGHGUID_PLAYER);

	// pussywizard:
	if (ObjectAccessor::FindPlayerInOrOutOfWorld(guid) || sWorld->FindOfflineSessionForCharacterGUID(guidLow))
	{
		WorldPacket data(SMSG_CHAR_RENAME, 1);
		data << uint8(CHAR_CREATE_ERROR);
		SendPacket(&data);
		return;
	}

	// Update name and at_login flag in the db
	PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_NAME);

	stmt->setString(0, newName);
	stmt->setUInt16(1, AT_LOGIN_RENAME);
	stmt->setUInt32(2, guidLow);

	CharacterDatabase.Execute(stmt);

	// Removed declined name from db
	if (sWorld->getBoolConfig(CONFIG_DECLINED_NAMES_USED))
	{
		stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_DECLINED_NAME);

		stmt->setUInt32(0, guidLow);

		CharacterDatabase.Execute(stmt);
	}

	sLog->outChar("Account: %d (IP: %s), Character [%s] (guid: %u) Changed name to: %s", GetAccountId(), GetRemoteAddress().c_str(), oldName.c_str(), guidLow, newName.c_str());

	WorldPacket data(SMSG_CHAR_RENAME, 1 + 8 + (newName.size() + 1));
	data << uint8(RESPONSE_SUCCESS);
	data << uint64(guid);
	data << newName;
	SendPacket(&data);

	// xinef: update global data
	sWorld->UpdateGlobalNameData(guidLow, oldName, newName);
	sWorld->UpdateGlobalPlayerData(guidLow, PLAYER_UPDATE_DATA_NAME, newName);
}

void WorldSession::HandleSetPlayerDeclinedNames(WorldPacket& recvData)
{
	// pussywizard:
	if (!sWorld->getBoolConfig(CONFIG_DECLINED_NAMES_USED))
		return;

	uint64 guid;

	recvData >> guid;

	// not accept declined names for unsupported languages
	std::string name;
	if (!sObjectMgr->GetPlayerNameByGUID(guid, name))
	{
		WorldPacket data(SMSG_SET_PLAYER_DECLINED_NAMES_RESULT, 4 + 8);
		data << uint32(1);
		data << uint64(guid);
		SendPacket(&data);
		return;
	}

	std::wstring wname;
	if (!Utf8toWStr(name, wname))
	{
		WorldPacket data(SMSG_SET_PLAYER_DECLINED_NAMES_RESULT, 4 + 8);
		data << uint32(1);
		data << uint64(guid);
		SendPacket(&data);
		return;
	}

	if (!isCyrillicCharacter(wname[0]))                      // name already stored as only single alphabet using
	{
		WorldPacket data(SMSG_SET_PLAYER_DECLINED_NAMES_RESULT, 4 + 8);
		data << uint32(1);
		data << uint64(guid);
		SendPacket(&data);
		return;
	}

	std::string name2;
	DeclinedName declinedname;

	recvData >> name2;

	if (name2 != name)                                       // character have different name
	{
		WorldPacket data(SMSG_SET_PLAYER_DECLINED_NAMES_RESULT, 4 + 8);
		data << uint32(1);
		data << uint64(guid);
		SendPacket(&data);
		return;
	}

	for (int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
	{
		recvData >> declinedname.name[i];
		if (!normalizePlayerName(declinedname.name[i]))
		{
			WorldPacket data(SMSG_SET_PLAYER_DECLINED_NAMES_RESULT, 4 + 8);
			data << uint32(1);
			data << uint64(guid);
			SendPacket(&data);
			return;
		}
	}

	if (!ObjectMgr::CheckDeclinedNames(wname, declinedname))
	{
		WorldPacket data(SMSG_SET_PLAYER_DECLINED_NAMES_RESULT, 4 + 8);
		data << uint32(1);
		data << uint64(guid);
		SendPacket(&data);
		return;
	}

	for (int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
		CharacterDatabase.EscapeString(declinedname.name[i]);

	SQLTransaction trans = CharacterDatabase.BeginTransaction();

	PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_DECLINED_NAME);
	stmt->setUInt32(0, GUID_LOPART(guid));
	trans->Append(stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_DECLINED_NAME);
	stmt->setUInt32(0, GUID_LOPART(guid));

	for (uint8 i = 0; i < 5; i++)
		stmt->setString(i + 1, declinedname.name[i]);

	trans->Append(stmt);

	CharacterDatabase.CommitTransaction(trans);

	WorldPacket data(SMSG_SET_PLAYER_DECLINED_NAMES_RESULT, 4 + 8);
	data << uint32(0);                                      // OK
	data << uint64(guid);
	SendPacket(&data);
}

void WorldSession::HandleAlterAppearance(WorldPacket& recvData)
{
	;//sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_ALTER_APPEARANCE");

	uint32 Hair, Color, FacialHair, SkinColor;
	recvData >> Hair >> Color >> FacialHair >> SkinColor;

	BarberShopStyleEntry const* bs_hair = sBarberShopStyleStore.LookupEntry(Hair);

	if (!bs_hair || bs_hair->type != 0 || bs_hair->race != _player->getRace() || bs_hair->gender != _player->getGender())
		return;

	BarberShopStyleEntry const* bs_facialHair = sBarberShopStyleStore.LookupEntry(FacialHair);

	if (!bs_facialHair || bs_facialHair->type != 2 || bs_facialHair->race != _player->getRace() || bs_facialHair->gender != _player->getGender())
		return;

	BarberShopStyleEntry const* bs_skinColor = sBarberShopStyleStore.LookupEntry(SkinColor);

	if (bs_skinColor && (bs_skinColor->type != 3 || bs_skinColor->race != _player->getRace() || bs_skinColor->gender != _player->getGender()))
		return;

	GameObject* go = _player->FindNearestGameObjectOfType(GAMEOBJECT_TYPE_BARBER_CHAIR, 5.0f);
	if (!go)
	{
		WorldPacket data(SMSG_BARBER_SHOP_RESULT, 4);
		data << uint32(2);
		SendPacket(&data);
		return;
	}

	if (_player->getStandState() != UNIT_STAND_STATE_SIT_LOW_CHAIR + go->GetGOInfo()->barberChair.chairheight)
	{
		WorldPacket data(SMSG_BARBER_SHOP_RESULT, 4);
		data << uint32(2);
		SendPacket(&data);
		return;
	}

	uint32 cost = _player->GetBarberShopCost(bs_hair->hair_id, Color, bs_facialHair->hair_id, bs_skinColor);

	// 0 - ok
	// 1, 3 - not enough money
	// 2 - you have to seat on barber chair
	if (!_player->HasEnoughMoney(cost))
	{
		WorldPacket data(SMSG_BARBER_SHOP_RESULT, 4);
		data << uint32(1);                                  // no money
		SendPacket(&data);
		return;
	}
	else
	{
		WorldPacket data(SMSG_BARBER_SHOP_RESULT, 4);
		data << uint32(0);                                  // ok
		SendPacket(&data);
	}

	_player->ModifyMoney(-int32(cost));                     // it isn't free
	_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER, cost);

	_player->SetByteValue(PLAYER_BYTES, 2, uint8(bs_hair->hair_id));
	_player->SetByteValue(PLAYER_BYTES, 3, uint8(Color));
	_player->SetByteValue(PLAYER_BYTES_2, 0, uint8(bs_facialHair->hair_id));
	if (bs_skinColor)
		_player->SetByteValue(PLAYER_BYTES, 0, uint8(bs_skinColor->hair_id));

	_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP, 1);

	_player->SetStandState(0);                              // stand up
}

void WorldSession::HandleRemoveGlyph(WorldPacket& recvData)
{
	uint32 slot;
	recvData >> slot;

	if (slot >= MAX_GLYPH_SLOT_INDEX)
	{
		;//sLog->outDebug(LOG_FILTER_NETWORKIO, "Client sent wrong glyph slot number in opcode CMSG_REMOVE_GLYPH %u", slot);
		return;
	}

	if (uint32 glyph = _player->GetGlyph(slot))
	{
		if (GlyphPropertiesEntry const* glyphEntry = sGlyphPropertiesStore.LookupEntry(glyph))
		{
			_player->RemoveAurasDueToSpell(glyphEntry->SpellId);
			_player->SetGlyph(slot, 0, true);
			_player->SendTalentsInfoData(false);
		}
	}
}

void WorldSession::HandleCharCustomize(WorldPacket& recvData)
{
	uint64 guid;
	std::string newName;

	recvData >> guid;
	if (!IsLegitCharacterForAccount(GUID_LOPART(guid)))
	{
		sLog->outError("Account %u, IP: %s tried to customise character %u, but it does not belong to their account!",
			GetAccountId(), GetRemoteAddress().c_str(), GUID_LOPART(guid));
		recvData.rfinish();
		KickPlayer();
		return;
	}

	// pussywizard:
	if (ObjectAccessor::FindPlayerInOrOutOfWorld(guid) || sWorld->FindOfflineSessionForCharacterGUID(GUID_LOPART(guid)))
	{
		recvData.rfinish();
		WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
		data << uint8(CHAR_CREATE_ERROR);
		SendPacket(&data);
		return;
	}

	recvData >> newName;

	uint8 gender, skin, face, hairStyle, hairColor, facialHair;
	recvData >> gender >> skin >> hairColor >> hairStyle >> facialHair >> face;

	// xinef: zomg! sync query
	PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_AT_LOGIN);

	stmt->setUInt32(0, GUID_LOPART(guid));

	PreparedQueryResult result = CharacterDatabase.Query(stmt);

	if (!result)
	{
		WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
		data << uint8(CHAR_CREATE_ERROR);
		SendPacket(&data);
		return;
	}

	// get the players old (at this moment current) race
	GlobalPlayerData const* playerData = sWorld->GetGlobalPlayerData(GUID_LOPART(guid));
	if (!playerData)
	{
		WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
		data << uint8(CHAR_CREATE_ERROR);
		SendPacket(&data);
		return;
	}

	Field* fields = result->Fetch();
	uint32 at_loginFlags = fields[0].GetUInt16();

	if (!(at_loginFlags & AT_LOGIN_CUSTOMIZE))
	{
		WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
		data << uint8(CHAR_CREATE_ERROR);
		SendPacket(&data);
		return;
	}

	// prevent character rename to invalid name
	if (!normalizePlayerName(newName))
	{
		WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
		data << uint8(CHAR_NAME_NO_NAME);
		SendPacket(&data);
		return;
	}

	uint8 res = ObjectMgr::CheckPlayerName(newName, true);
	if (res != CHAR_NAME_SUCCESS)
	{
		WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
		data << uint8(res);
		SendPacket(&data);
		return;
	}

	// check name limitations
	if (AccountMgr::IsPlayerAccount(GetSecurity()) && sObjectMgr->IsReservedName(newName))
	{
		WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
		data << uint8(CHAR_NAME_RESERVED);
		SendPacket(&data);
		return;
	}

	// character with this name already exist
	if (uint64 newguid = sObjectMgr->GetPlayerGUIDByName(newName))
	{
		if (newguid != guid)
		{
			WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
			data << uint8(CHAR_CREATE_NAME_IN_USE);
			SendPacket(&data);
			return;
		}
	}

	sLog->outChar("Account: %d (IP: %s), Character [%s] (guid: %u) Customized to: %s", GetAccountId(), GetRemoteAddress().c_str(), playerData->name.c_str(), GUID_LOPART(guid), newName.c_str());

	Player::Customize(guid, gender, skin, face, hairStyle, hairColor, facialHair);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_NAME_AT_LOGIN);

	stmt->setString(0, newName);
	stmt->setUInt16(1, uint16(AT_LOGIN_CUSTOMIZE));
	stmt->setUInt32(2, GUID_LOPART(guid));

	CharacterDatabase.Execute(stmt);

	if (sWorld->getBoolConfig(CONFIG_DECLINED_NAMES_USED))
	{
		stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_DECLINED_NAME);

		stmt->setUInt32(0, GUID_LOPART(guid));

		CharacterDatabase.Execute(stmt);
	}

	// xinef: update global data
	sWorld->UpdateGlobalNameData(GUID_LOPART(guid), playerData->name, newName);
	sWorld->UpdateGlobalPlayerData(GUID_LOPART(guid), PLAYER_UPDATE_DATA_NAME | PLAYER_UPDATE_DATA_GENDER, newName, 0, gender);

	WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1 + 8 + (newName.size() + 1) + 6);
	data << uint8(RESPONSE_SUCCESS);
	data << uint64(guid);
	data << newName;
	data << uint8(gender);
	data << uint8(skin);
	data << uint8(face);
	data << uint8(hairStyle);
	data << uint8(hairColor);
	data << uint8(facialHair);
	SendPacket(&data);
}

void WorldSession::HandleEquipmentSetSave(WorldPacket &recvData)
{
	;//sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_EQUIPMENT_SET_SAVE");

	uint64 setGuid;
	recvData.readPackGUID(setGuid);

	uint32 index;
	recvData >> index;
	if (index >= MAX_EQUIPMENT_SET_INDEX)                    // client set slots amount
		return;

	std::string name;
	recvData >> name;

	std::string iconName;
	recvData >> iconName;

	EquipmentSet eqSet;

	eqSet.Guid = setGuid;
	eqSet.Name = name;
	eqSet.IconName = iconName;
	eqSet.state = EQUIPMENT_SET_NEW;

	for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
	{
		uint64 itemGuid;
		recvData.readPackGUID(itemGuid);

		// xinef: if client sends 0, it means empty slot
		if (itemGuid == 0)
		{
			eqSet.Items[i] = 0;
			continue;
		}

		// equipment manager sends "1" (as raw GUID) for slots set to "ignore" (don't touch slot at equip set)
		if (itemGuid == 1)
		{
			// ignored slots saved as bit mask because we have no free special values for Items[i]
			eqSet.IgnoreMask |= 1 << i;
			continue;
		}

		// xinef: some cheating checks
		Item* item = _player->GetItemByPos(INVENTORY_SLOT_BAG_0, i);
		if (!item || item->GetGUID() != itemGuid)
		{
			eqSet.Items[i] = 0;
			continue;
		}

		eqSet.Items[i] = GUID_LOPART(itemGuid);
	}

	_player->SetEquipmentSet(index, eqSet);
}

void WorldSession::HandleEquipmentSetDelete(WorldPacket &recvData)
{
	;//sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_EQUIPMENT_SET_DELETE");

	uint64 setGuid;
	recvData.readPackGUID(setGuid);

	_player->DeleteEquipmentSet(setGuid);
}

void WorldSession::HandleEquipmentSetUse(WorldPacket &recvData)
{
	;//sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_EQUIPMENT_SET_USE");

	for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
	{
		uint64 itemGuid;
		recvData.readPackGUID(itemGuid);

		uint8 srcbag, srcslot;
		recvData >> srcbag >> srcslot;

		;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "Item " UI64FMTD ": srcbag %u, srcslot %u", itemGuid, srcbag, srcslot);

		// check if item slot is set to "ignored" (raw value == 1), must not be unequipped then
		if (itemGuid == 1)
			continue;

		// Only equip weapons in combat
		if (_player->IsInCombat() && i != EQUIPMENT_SLOT_MAINHAND && i != EQUIPMENT_SLOT_OFFHAND && i != EQUIPMENT_SLOT_RANGED)
			continue;

		Item* item = NULL;
		if (itemGuid > 0)
			item = _player->GetItemByGuid(itemGuid);

		uint16 dstpos = i | (INVENTORY_SLOT_BAG_0 << 8);

		if (!item)
		{
			Item* uItem = _player->GetItemByPos(INVENTORY_SLOT_BAG_0, i);
			if (!uItem)
				continue;

			ItemPosCountVec sDest;
			InventoryResult msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, sDest, uItem, false);
			if (msg == EQUIP_ERR_OK)
			{
				_player->RemoveItem(INVENTORY_SLOT_BAG_0, i, true);
				_player->StoreItem(sDest, uItem, true);
			}
			else
				_player->SendEquipError(msg, uItem, NULL);

			continue;
		}

		if (item->GetPos() == dstpos)
			continue;

		_player->SwapItem(item->GetPos(), dstpos);
	}

	WorldPacket data(SMSG_EQUIPMENT_SET_USE_RESULT, 1);
	data << uint8(0);                                       // 4 - equipment swap failed - inventory is full
	SendPacket(&data);
}

void WorldSession::HandleCharFactionOrRaceChange(WorldPacket& recvData)
{
	uint64 guid;
	std::string newname;
	uint8 gender, skin, face, hairStyle, hairColor, facialHair, race;
	recvData >> guid;

	if (!IsLegitCharacterForAccount(GUID_LOPART(guid)))
	{
		sLog->outError("Account %u, IP: %s tried to factionchange character %u, but it does not belong to their account!",
			GetAccountId(), GetRemoteAddress().c_str(), GUID_LOPART(guid));
		recvData.rfinish();
		KickPlayer();
		return;
	}

	// pussywizard:
	if (ObjectAccessor::FindPlayerInOrOutOfWorld(guid) || sWorld->FindOfflineSessionForCharacterGUID(GUID_LOPART(guid)))
	{
		recvData.rfinish();
		WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1);
		data << (uint8)CHAR_CREATE_ERROR;
		SendPacket(&data);
		return;
	}

	recvData >> newname;
	recvData >> gender >> skin >> hairColor >> hairStyle >> facialHair >> face >> race;

	uint32 lowGuid = GUID_LOPART(guid);

	// get the players old (at this moment current) race
	GlobalPlayerData const* playerData = sWorld->GetGlobalPlayerData(lowGuid);
	if (!playerData) // pussywizard: restoring character via www spoils nameData (it's not restored so it may be null)
	{
		WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1);
		data << (uint8)CHAR_CREATE_ERROR;
		SendPacket(&data);
		return;
	}

	// xinef: add some safety checks
	if (recvData.GetOpcode() == CMSG_CHAR_FACTION_CHANGE)
	{
		// if player is in a guild
		if (playerData->guildId)
		{
			WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1);
			data << (uint8)CHAR_CREATE_CHARACTER_IN_GUILD;
			SendPacket(&data);
			return;
		}

		// is arena team captain
		if (sArenaTeamMgr->GetArenaTeamByCaptain(guid))
		{
			WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1);
			data << (uint8)CHAR_CREATE_CHARACTER_ARENA_LEADER;
			SendPacket(&data);
			return;
		}

		// check mailbox
		if (playerData->mailCount)
		{
			WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1);
			data << (uint8)CHAR_CREATE_CHARACTER_DELETE_MAIL;
			SendPacket(&data);
			return;
		}

		// check auctions, current packet is processed single-threaded way, so not a problem
		bool has_auctions = false;
		for (uint8 i = 0; i<2; ++i) // check both neutral and faction-specific AH
		{
			AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(i == 0 ? 0 : (((1 << (playerData->race - 1))&RACEMASK_ALLIANCE) ? 12 : 29));
			AuctionHouseObject::AuctionEntryMap::const_iterator itr = auctionHouse->GetAuctionsBegin();
			AuctionHouseObject::AuctionEntryMap::const_iterator _end = auctionHouse->GetAuctionsEnd();
			for (; itr != _end; ++itr)
			{
				AuctionEntry* Aentry = itr->second;
				if (Aentry && (Aentry->owner == lowGuid || Aentry->bidder == lowGuid))
				{
					has_auctions = true;
					break;
				}
			}
			if (has_auctions)
				break;
		}
		if (has_auctions)
		{
			WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1);
			data << (uint8)CHAR_CREATE_ERROR;
			SendPacket(&data);
			return;
		}
	}

	uint8 oldRace = playerData->race;
	uint8 playerClass = playerData->playerClass;
	uint8 level = playerData->level;

	// xinef: zomg! sync query
	PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_AT_LOGIN_TITLES_MONEY);
	stmt->setUInt32(0, lowGuid);
	PreparedQueryResult result = CharacterDatabase.Query(stmt);

	if (!result)
	{
		WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1);
		data << uint8(CHAR_CREATE_ERROR);
		SendPacket(&data);
		return;
	}

	Field* fields = result->Fetch();
	uint32 at_loginFlags = fields[0].GetUInt16();
	char const* knownTitlesStr = fields[1].GetCString();
	uint32 money = fields[2].GetUInt32();
	uint32 used_loginFlag = ((recvData.GetOpcode() == CMSG_CHAR_RACE_CHANGE) ? AT_LOGIN_CHANGE_RACE : AT_LOGIN_CHANGE_FACTION);

	// xinef: check money
	bool valid = Player::TeamIdForRace(oldRace) == Player::TeamIdForRace(race);
	if (level < 10 && money <= 0 || level > 10 && level <= 30 && money <= 3000000 || level > 30 && level <= 50 && money <= 10000000 ||
		level > 50 && level <= 70 && money <= 50000000 || level > 70 && money <= 200000000)
		valid = true;
	if (!valid)
	{
		WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1);
		data << uint8(CHAR_CREATE_CHARACTER_GOLD_LIMIT);
		SendPacket(&data);
		return;
	}

	// pussywizard: check titles here to prevent return while building queries
	const uint32 ktcount = KNOWN_TITLES_SIZE * 2;
	Tokenizer tokensTitles(knownTitlesStr, ' ', ktcount);
	if (recvData.GetOpcode() == CMSG_CHAR_FACTION_CHANGE)
	{
		if (tokensTitles.size() != ktcount)
		{
			WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1);
			data << uint8(CHAR_CREATE_ERROR);
			SendPacket(&data);
			return;
		}
	}

	if (!sObjectMgr->GetPlayerInfo(race, playerClass))
	{
		WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1);
		data << uint8(CHAR_CREATE_ERROR);
		SendPacket(&data);
		return;
	}

	if (!(at_loginFlags & used_loginFlag))
	{
		WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1);
		data << uint8(CHAR_CREATE_ERROR);
		SendPacket(&data);
		return;
	}

	if (AccountMgr::IsPlayerAccount(GetSecurity()))
	{
		uint32 raceMaskDisabled = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED_RACEMASK);
		if ((1 << (race - 1)) & raceMaskDisabled)
		{
			WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1);
			data << uint8(CHAR_CREATE_ERROR);
			SendPacket(&data);
			return;
		}
	}

	// prevent character rename to invalid name
	if (!normalizePlayerName(newname))
	{
		WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1);
		data << uint8(CHAR_NAME_NO_NAME);
		SendPacket(&data);
		return;
	}

	uint8 res = ObjectMgr::CheckPlayerName(newname, true);
	if (res != CHAR_NAME_SUCCESS)
	{
		WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1);
		data << uint8(res);
		SendPacket(&data);
		return;
	}

	// check name limitations
	if (AccountMgr::IsPlayerAccount(GetSecurity()) && sObjectMgr->IsReservedName(newname))
	{
		WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1);
		data << uint8(CHAR_NAME_RESERVED);
		SendPacket(&data);
		return;
	}

	// character with this name already exist
	if (uint64 newguid = sObjectMgr->GetPlayerGUIDByName(newname))
	{
		if (newguid != guid)
		{
			WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1);
			data << uint8(CHAR_CREATE_NAME_IN_USE);
			SendPacket(&data);
			return;
		}
	}

	CharacterDatabase.EscapeString(newname);
	Player::Customize(guid, gender, skin, face, hairStyle, hairColor, facialHair);
	SQLTransaction trans = CharacterDatabase.BeginTransaction();

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_FACTION_OR_RACE);
	stmt->setString(0, newname);
	stmt->setUInt8(1, race);
	stmt->setUInt16(2, used_loginFlag);
	stmt->setUInt32(3, lowGuid);
	trans->Append(stmt);

	stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_DECLINED_NAME);
	stmt->setUInt32(0, lowGuid);
	trans->Append(stmt);

	sLog->outChar("Account: %d (IP: %s), Character [%s] (guid: %u) Changed Race/Faction to: %s", GetAccountId(), GetRemoteAddress().c_str(), playerData->name.c_str(), lowGuid, newname.c_str());

	// xinef: update global data
	sWorld->UpdateGlobalNameData(GUID_LOPART(guid), playerData->name, newname);
	sWorld->UpdateGlobalPlayerData(GUID_LOPART(guid),
		PLAYER_UPDATE_DATA_NAME | PLAYER_UPDATE_DATA_RACE | PLAYER_UPDATE_DATA_GENDER, newname, 0, gender, race);

	if (oldRace != race)
	{
		TeamId team = TEAM_ALLIANCE;

		// Search each faction is targeted
		switch (race)
		{
		case RACE_ORC:
		case RACE_TAUREN:
		case RACE_UNDEAD_PLAYER:
		case RACE_TROLL:
		case RACE_BLOODELF:
			team = TEAM_HORDE;
			break;
		default:
			break;
		}

		// Switch Languages
		// delete all languages first
		stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SKILL_LANGUAGES);
		stmt->setUInt32(0, lowGuid);
		trans->Append(stmt);

		// Now add them back
		stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_SKILL_LANGUAGE);
		stmt->setUInt32(0, lowGuid);

		// Faction specific languages
		if (team == TEAM_HORDE)
			stmt->setUInt16(1, 109);
		else
			stmt->setUInt16(1, 98);

		trans->Append(stmt);

		// Race specific languages
		if (race != RACE_ORC && race != RACE_HUMAN)
		{
			stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_SKILL_LANGUAGE);
			stmt->setUInt32(0, lowGuid);

			switch (race)
			{
			case RACE_DWARF:
				stmt->setUInt16(1, 111);
				break;
			case RACE_DRAENEI:
				stmt->setUInt16(1, 759);
				break;
			case RACE_GNOME:
				stmt->setUInt16(1, 313);
				break;
			case RACE_NIGHTELF:
				stmt->setUInt16(1, 113);
				break;
			case RACE_UNDEAD_PLAYER:
				stmt->setUInt16(1, 673);
				break;
			case RACE_TAUREN:
				stmt->setUInt16(1, 115);
				break;
			case RACE_TROLL:
				stmt->setUInt16(1, 315);
				break;
			case RACE_BLOODELF:
				stmt->setUInt16(1, 137);
				break;
			}

			trans->Append(stmt);
		}

		if (recvData.GetOpcode() == CMSG_CHAR_FACTION_CHANGE)
		{
			// Delete all Flypaths
			stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_TAXI_PATH);
			stmt->setUInt32(0, lowGuid);
			trans->Append(stmt);

			if (level > 7)
			{
				// Update Taxi path
				// this doesn't seem to be 100% blizzlike... but it can't really be helped.
				std::ostringstream taximaskstream;
				uint32 numFullTaximasks = level / 7;
				if (numFullTaximasks > 11)
					numFullTaximasks = 11;
				if (team == TEAM_ALLIANCE)
				{
					if (playerClass != CLASS_DEATH_KNIGHT)
					{
						for (uint8 i = 0; i < numFullTaximasks; ++i)
							taximaskstream << uint32(sAllianceTaxiNodesMask[i]) << ' ';
					}
					else
					{
						for (uint8 i = 0; i < numFullTaximasks; ++i)
							taximaskstream << uint32(sAllianceTaxiNodesMask[i] | sDeathKnightTaxiNodesMask[i]) << ' ';
					}
				}
				else
				{
					if (playerClass != CLASS_DEATH_KNIGHT)
					{
						for (uint8 i = 0; i < numFullTaximasks; ++i)
							taximaskstream << uint32(sHordeTaxiNodesMask[i]) << ' ';
					}
					else
					{
						for (uint8 i = 0; i < numFullTaximasks; ++i)
							taximaskstream << uint32(sHordeTaxiNodesMask[i] | sDeathKnightTaxiNodesMask[i]) << ' ';
					}
				}

				uint32 numEmptyTaximasks = 11 - numFullTaximasks;
				for (uint8 i = 0; i < numEmptyTaximasks; ++i)
					taximaskstream << "0 ";
				taximaskstream << '0';
				std::string taximask = taximaskstream.str();

				stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_TAXIMASK);
				stmt->setString(0, taximask);
				stmt->setUInt32(1, lowGuid);
				trans->Append(stmt);
			}

			// Reset guild
			if (!sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GUILD))
			{
				if (uint32 guildId = playerData->guildId)
				if (Guild* guild = sGuildMgr->GetGuildById(guildId))
					guild->DeleteMember(MAKE_NEW_GUID(lowGuid, 0, HIGHGUID_PLAYER), false, false, true);
			}

			if (!sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_ADD_FRIEND))
			{
				// Delete Friend List
				stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_GUID);
				stmt->setUInt32(0, lowGuid);
				trans->Append(stmt);

				stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_FRIEND);
				stmt->setUInt32(0, lowGuid);
				trans->Append(stmt);
			}

			// Leave Arena Teams
			Player::LeaveAllArenaTeams(guid);

			// Reset homebind and position
			stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_HOMEBIND);
			stmt->setUInt32(0, lowGuid);
			trans->Append(stmt);

			stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_PLAYER_HOMEBIND);
			stmt->setUInt32(0, lowGuid);
			if (team == TEAM_ALLIANCE)
			{
				stmt->setUInt16(1, 0);
				stmt->setUInt16(2, 1519);
				stmt->setFloat(3, -8867.68f);
				stmt->setFloat(4, 673.373f);
				stmt->setFloat(5, 97.9034f);
				Player::SavePositionInDB(0, -8867.68f, 673.373f, 97.9034f, 0.0f, 1519, lowGuid);
			}
			else
			{
				stmt->setUInt16(1, 1);
				stmt->setUInt16(2, 1637);
				stmt->setFloat(3, 1633.33f);
				stmt->setFloat(4, -4439.11f);
				stmt->setFloat(5, 15.7588f);
				Player::SavePositionInDB(1, 1633.33f, -4439.11f, 15.7588f, 0.0f, 1637, lowGuid);
			}
			trans->Append(stmt);

			// Achievement conversion
			for (std::map<uint32, uint32>::const_iterator it = sObjectMgr->FactionChangeAchievements.begin(); it != sObjectMgr->FactionChangeAchievements.end(); ++it)
			{
				uint32 achiev_alliance = it->first;
				uint32 achiev_horde = it->second;

				stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT_BY_ACHIEVEMENT);
				stmt->setUInt16(0, uint16(team == TEAM_ALLIANCE ? achiev_alliance : achiev_horde));
				stmt->setUInt32(1, lowGuid);
				trans->Append(stmt);

				stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_ACHIEVEMENT);
				stmt->setUInt16(0, uint16(team == TEAM_ALLIANCE ? achiev_alliance : achiev_horde));
				stmt->setUInt16(1, uint16(team == TEAM_ALLIANCE ? achiev_horde : achiev_alliance));
				stmt->setUInt32(2, lowGuid);
				trans->Append(stmt);
			}

			// Item conversion
			for (std::map<uint32, uint32>::const_iterator it = sObjectMgr->FactionChangeItems.begin(); it != sObjectMgr->FactionChangeItems.end(); ++it)
			{
				uint32 item_alliance = it->first;
				uint32 item_horde = it->second;
				uint32 new_entry = (team == TEAM_ALLIANCE ? item_alliance : item_horde);
				uint32 old_entry = (team == TEAM_ALLIANCE ? item_horde : item_alliance);
				if (old_entry == 45978 /*Solid Gold Coin*/ || old_entry == 2589 /*Linen Cloth*/ || old_entry == 5976 /*Guild Tabard*/)
					continue;

				stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_INVENTORY_FACTION_CHANGE);
				stmt->setUInt32(0, new_entry);
				stmt->setUInt32(1, old_entry);
				stmt->setUInt32(2, guid);
				trans->Append(stmt);
			}

			// Delete all current quests
			stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS);
			stmt->setUInt32(0, GUID_LOPART(guid));
			trans->Append(stmt);

			// Quest conversion
			for (std::map<uint32, uint32>::const_iterator it = sObjectMgr->FactionChangeQuests.begin(); it != sObjectMgr->FactionChangeQuests.end(); ++it)
			{
				uint32 quest_alliance = it->first;
				uint32 quest_horde = it->second;

				stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_REWARDED_BY_QUEST);
				stmt->setUInt32(0, lowGuid);
				stmt->setUInt32(1, (team == TEAM_ALLIANCE ? quest_alliance : quest_horde));
				trans->Append(stmt);

				stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_QUESTSTATUS_REWARDED_FACTION_CHANGE);
				stmt->setUInt32(0, (team == TEAM_ALLIANCE ? quest_alliance : quest_horde));
				stmt->setUInt32(1, (team == TEAM_ALLIANCE ? quest_horde : quest_alliance));
				stmt->setUInt32(2, lowGuid);
				trans->Append(stmt);
			}

			// Mark all rewarded quests as "active" (will count for completed quests achievements)
			stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_QUESTSTATUS_REWARDED_ACTIVE);
			stmt->setUInt32(0, lowGuid);
			trans->Append(stmt);

			// Disable all old-faction specific quests
			{
				ObjectMgr::QuestMap const& questTemplates = sObjectMgr->GetQuestTemplates();
				for (ObjectMgr::QuestMap::const_iterator iter = questTemplates.begin(); iter != questTemplates.end(); ++iter)
				{
					Quest const* quest = iter->second;
					uint32 newRaceMask = (team == TEAM_ALLIANCE) ? RACEMASK_ALLIANCE : RACEMASK_HORDE;
					if (quest->GetRequiredRaces() && !(quest->GetRequiredRaces() & newRaceMask))
					{
						stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_QUESTSTATUS_REWARDED_ACTIVE_BY_QUEST);
						stmt->setUInt32(0, quest->GetQuestId());
						stmt->setUInt32(1, lowGuid);
						trans->Append(stmt);
					}
				}
			}

			// Spell conversion
			for (std::map<uint32, uint32>::const_iterator it = sObjectMgr->FactionChangeSpells.begin(); it != sObjectMgr->FactionChangeSpells.end(); ++it)
			{
				uint32 spell_alliance = it->first;
				uint32 spell_horde = it->second;

				stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_BY_SPELL);
				stmt->setUInt32(0, lowGuid);
				stmt->setUInt32(1, (team == TEAM_ALLIANCE ? spell_alliance : spell_horde));
				trans->Append(stmt);

				stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_SPELL_FACTION_CHANGE);
				stmt->setUInt32(0, (team == TEAM_ALLIANCE ? spell_alliance : spell_horde));
				stmt->setUInt32(1, (team == TEAM_ALLIANCE ? spell_horde : spell_alliance));
				stmt->setUInt32(2, lowGuid);
				trans->Append(stmt);
			}

			// Reputation conversion
			for (std::map<uint32, uint32>::const_iterator it = sObjectMgr->FactionChangeReputation.begin(); it != sObjectMgr->FactionChangeReputation.end(); ++it)
			{
				uint32 reputation_alliance = it->first;
				uint32 reputation_horde = it->second;
				uint32 newReputation = (team == TEAM_ALLIANCE) ? reputation_alliance : reputation_horde;
				uint32 oldReputation = (team == TEAM_ALLIANCE) ? reputation_horde : reputation_alliance;

				// select old standing set in db
				stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_REP_BY_FACTION);
				stmt->setUInt32(0, oldReputation);
				stmt->setUInt32(1, lowGuid);
				PreparedQueryResult result = CharacterDatabase.Query(stmt);

				if (!result)
				{
					continue; // pussywizard
					/*WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1);
					data << uint8(CHAR_CREATE_ERROR);
					SendPacket(&data);
					return;*/
				}

				Field* fields = result->Fetch();
				int32 oldDBRep = fields[0].GetInt32();
				FactionEntry const* factionEntry = sFactionStore.LookupEntry(oldReputation);

				// old base reputation
				int32 oldBaseRep = sObjectMgr->GetBaseReputationOf(factionEntry, oldRace, playerClass);

				// new base reputation
				int32 newBaseRep = sObjectMgr->GetBaseReputationOf(sFactionStore.LookupEntry(newReputation), race, playerClass);

				// final reputation shouldnt change
				int32 FinalRep = oldDBRep + oldBaseRep;
				int32 newDBRep = FinalRep - newBaseRep;

				stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_REP_BY_FACTION);
				stmt->setUInt32(0, newReputation);
				stmt->setUInt32(1, lowGuid);
				trans->Append(stmt);

				stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_REP_FACTION_CHANGE);
				stmt->setUInt16(0, uint16(newReputation));
				stmt->setInt32(1, newDBRep);
				stmt->setUInt16(2, uint16(oldReputation));
				stmt->setUInt32(3, lowGuid);
				trans->Append(stmt);
			}

			// Title conversion
			if (knownTitlesStr)
			{
				uint32 knownTitles[ktcount];

				//if (tokens.size() != ktcount) // pussywizard: checked at the beginning
				//    return;

				for (uint32 index = 0; index < ktcount; ++index)
					knownTitles[index] = atol(tokensTitles[index]);

				for (std::map<uint32, uint32>::const_iterator it = sObjectMgr->FactionChangeTitles.begin(); it != sObjectMgr->FactionChangeTitles.end(); ++it)
				{
					uint32 title_alliance = it->first;
					uint32 title_horde = it->second;

					CharTitlesEntry const* atitleInfo = sCharTitlesStore.LookupEntry(title_alliance);
					CharTitlesEntry const* htitleInfo = sCharTitlesStore.LookupEntry(title_horde);
					// new team
					if (team == TEAM_ALLIANCE)
					{
						uint32 bitIndex = htitleInfo->bit_index;
						uint32 index = bitIndex / 32;
						uint32 old_flag = 1 << (bitIndex % 32);
						uint32 new_flag = 1 << (atitleInfo->bit_index % 32);
						if (knownTitles[index] & old_flag)
						{
							knownTitles[index] &= ~old_flag;
							// use index of the new title
							knownTitles[atitleInfo->bit_index / 32] |= new_flag;
						}
					}
					else
					{
						uint32 bitIndex = atitleInfo->bit_index;
						uint32 index = bitIndex / 32;
						uint32 old_flag = 1 << (bitIndex % 32);
						uint32 new_flag = 1 << (htitleInfo->bit_index % 32);
						if (knownTitles[index] & old_flag)
						{
							knownTitles[index] &= ~old_flag;
							// use index of the new title
							knownTitles[htitleInfo->bit_index / 32] |= new_flag;
						}
					}

					std::ostringstream ss;
					for (uint32 index = 0; index < ktcount; ++index)
						ss << knownTitles[index] << ' ';

					stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_TITLES_FACTION_CHANGE);
					stmt->setString(0, ss.str().c_str());
					stmt->setUInt32(1, lowGuid);
					trans->Append(stmt);

					// unset any currently chosen title
					stmt = CharacterDatabase.GetPreparedStatement(CHAR_RES_CHAR_TITLES_FACTION_CHANGE);
					stmt->setUInt32(0, lowGuid);
					trans->Append(stmt);
				}
			}
		}
	}

	CharacterDatabase.CommitTransaction(trans);

	if (recvData.GetOpcode() == CMSG_CHAR_FACTION_CHANGE)
	{
		PreparedStatement* stmnt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ADD_AT_LOGIN_FLAG);
		stmnt->setUInt16(0, uint16(AT_LOGIN_CHECK_ACHIEVS));
		stmnt->setUInt32(1, lowGuid);
		CharacterDatabase.Execute(stmnt);
	}

	std::string IP_str = GetRemoteAddress();
	//sLog->outDebug(LOG_FILTER_PLAYER, "%s (IP: %s) changed race from %u to %u", GetPlayerInfo().c_str(), IP_str.c_str(), oldRace, race);

	WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1 + 8 + (newname.size() + 1) + 1 + 1 + 1 + 1 + 1 + 1 + 1);
	data << uint8(RESPONSE_SUCCESS);
	data << uint64(guid);
	data << newname;
	data << uint8(gender);
	data << uint8(skin);
	data << uint8(face);
	data << uint8(hairStyle);
	data << uint8(hairColor);
	data << uint8(facialHair);
	data << uint8(race);
	SendPacket(&data);
}